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LIZTROOP !
"Demo project"

Hello everyone and great dudes ! Here is finally a small preview of my project, with variantions of my favorite enemy. PS: also i changed the intro / HUD menu.

This thread will be my second main, onlyy for videos and fixed issues. I should have had two sons for a long time, but I often forget myself lol. My first and real thread will be only to declare my coding problems and the requested help.

Good listening !

This post has been edited by Firefly_Trooper: 20 January 2019 - 06:09 AM

I just called my project "LIZTROOP" because the idea of ​​coding with Eduke32 came with these first monsters. They gave me inspiration and the desire to continue. It is true that this thread can be confusing. I posted a first test video for modified Liztroop and currently, I have proposed the two monsters of Duke Xtreme, as well as the prototype of Dummyduke that I will posted soon.

This post has been edited by Firefly_Trooper: 28 January 2019 - 02:59 PM

OK. I thought your video was about the liztrooper. You didn't mention the player had a new weapon too. It looks like he only has a shotgun.

The player doesn't have a new weapon. Have you never shot the expander? It creates a spark on it's target. That's what's happening here, except the the trooper is shooting the player. Nothing special going on here, the sparks are "moving away" from the player, the player is moving around, the sparks are stationary.

You are correct. I've never used the expander or any alt-fire. The player quite clearly is using the shotgun in the video and it quite clearly looks like the expander projectile is moving away from the player too so I assumed you can't fire 2 weapons at once so something was wrong in the video. You say it was the optical illusion from the player moving away from the stationary spark? OK. Thanks for clearing that up.

01. All the code has been done entirely, based on that of the Liztroop. The two codes of the two monsters were mixed and it was anything.
02. State "sufferingstate" (slow death in agony) works very well. Tiles almost nonexistent.
03. Unused tiles (5241 and 5242) when seated (ONTOILET / JUSTSIT) is fixed !
04. The action "DUCKING" and the action "SHOOT" work very well. Possibility to use the Firefly directly with these actions and mate from time to time to attack.
05. The Firefly now has two different dead (with also that of agony). Either she dies in a classic way (like any monster), or she dies while exploding (by changing her PAL).
06. She can also teleport. This is optional and the Firefly does not use "PAL 21" in WT.
07. The sound of the flamethrower stopped for any death. Small bug fixed.

What is missing and what to do:

01. The animation "FRAMESEFFECT" when it flies. Shrinking and stationary flies !
02. Ammunition released (to be added with what? With the ... FLAMETHROWEEEEEEEEEEEEEEEEEEEEER !!!!!!!!
03. what else ? YES OF COURSE ! The PROOOOOOOOOOOOOOOJECTILES !!!!

This post has been edited by Firefly_Trooper: 20 February 2019 - 04:25 AM